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Making Games Is Already Hard, Now Make One For Kids About Death

An educational game about death aimed at teenagers should be terrible. It isn't.

This is the last thing your character sees in The End before the
This is the last thing your character sees in The End before the "game" part kicks into gear.

The End is a game about death.

In a sense, that's not really a bold new concept for video games, as most of them predicate challenge based on the player's ability to avoid death. But games are only beginning to explore the emotional spectrum, and that includes having a grounded conversation about what happens when life is over.

It's hard to imagine a few video game characters having that conversation, let alone one within a context where the game's suggesting these large questions in a Flash-based platformer aimed at teenagers.

The End was funded by UK broadcaster Channel 4 and commissioned to developer Preloaded. By UK law, the broadcaster is required to produce a portion of educational content for 14-to-19-year-olds.

In addition to some decent platforming and puzzle elements, the art style is pretty great, too.
In addition to some decent platforming and puzzle elements, the art style is pretty great, too.

C4 Education is a subdivision of Channel 4 at large, and while educational content was previously piped exclusively through the television, that changed in 2008, when the budget was applied to experimental games funneled to the web, mobile, and other places. The idea was premised on the belief that crowd was playing around on the Internet anyway.

Preloaded had worked with C4 Education on other projects--1066, Trafalgar Origins--and when some research appeared showing a lack of religious knowledge amongst teens, an idea gained traction.

"One thing religion does very well is provide a narrative to death, a support framework which gives answers and reason," explained Preloaded senior producer Charles Batho. "The End sets out to level the playing field, presenting a variety of views about life and mortality from famous thinkers of our time. It's not a non-religious game, just philosophical."

The End doesn't pitch what happens after death, it takes place moments before. After designing a character, the game boots to suburbia. Your character looks up--it's a meteor! From there, the game plays upon life flashing before your eyes in the moment before death. What happens during the "game" part is an exploration and reflection on the meaning of death.

The End was originally dubbed "Afterlife" internally, but the name was ditched, as it was feared that would imply too much about what may or may not happen after life. More ambiguity was needed.

Unlike a first-person-shooter, there's no outline for how to make a game like this, no blueprint to follow. Batho and his team decided the best way to understand the target audience was to talk to them.

"For this project we talked to groups of kids in the age range of 14-19 about death and imagery around death before we started any production," he said. "In one memorable early exercise we asked them to draw their ideal funeral. Some of the work produced was extraordinary. We also tested early and throughout production with little digital or paper based demos of each element that became part of the final game. It's hard work, but this face-to-face time is hugely influential in the end product."

If you've played a Puzzle Quest game before, you'll be right at home with The End's take.
If you've played a Puzzle Quest game before, you'll be right at home with The End's take.

As it turns out, The End isn't an awful platformer, either. It's not Super Meat Boy, but given what one expects from a piece of educational software, it doesn't totally distract from the rest of the experience. You can skip past most of the platforming if the floaty physics bother you, and instead get into the heart of the gameplay, in which a numbers-based puzzle game infused with a bunch of unlockable powers. It's a little like Puzzle Quest, with some light math sprinkled in.

Making sure the "game" part was worth playing was important to the team. Consumers, especially teenagers, have a million distractions in today's digital world. Being exposed to mediocrity would likely result in them closing the browser window, making the exercise pointless.

It's hard to imagine talking about death without religion. Almost every conversation about death is discussed through the prism of religion and the implication of belief, but giving credence to one belief would have sent Preloaded down a rabbit hole.

"If we had introduced a Christian interpretation of death, then we'd have needed to balance it with the Islamic interpretation, and every other religion, which would have skewed the game and taken it in entirely different direction," said Batho. "So we side stepped religion entirely. What we tried to do with the issues associated with each death object was provide ideas that could emotionally support a person if they had suffered a loss, which is what many religions provide to those who believe in them."

After defeating each stage's "boss," the game asks a question. You answer options are "yes" or "no."

  • Is it possible to be happy simply living in the moment?
  • Do you want to live forever?
  • Would you still be yourself if your mind was put into another body?
  • Should people be able to choose how they die?
  • Do other people’s memories mean that we live on after death?

These aren't exactly easy questions to answer on the fly, and reminded me of the moments I'd fiddle my thumbs in the equally contemplative Catherine. Catherine's more concerned with the complications of sex, love, and growing up, but the personal implications are nearly as profound, and while I didn't spend as much time mulling my answers, I did try to answer honestly.

The
The "Death Dial" maps the choices you've made during the game to provide some perspective.

The answers inform a "Death Dial," which maps your responses and tries to provide context. It's based on the famous Political Compass, often used to gauge where a person falls on the political spectrum. My answers put me near with theoretical physicist Albert Einstein. I'll take that.

"We hope to inspire and inform players with new ideas that can help them deal with the advent of death in their lives, however spiritual (or not) they may be," said Batho.

It wouldn't be surprising to learn players were blowing the questions off, but with message board threads with titles like "What happens if u answer a question wrong?" in a game where there are no wrong answers, it appears the team succeeded in getting some players to think.

"We tested an early demo of 48 questions with users and they responded well," he said. "We tried to keep the questions easily understandable but also give them some 'weight.' For some younger players they've not really been introduced to questions like this before. 'Weird but interesting' and 'It really makes me think a lot about things I normally wouldn't' being common responses."

Making games takes time--a long time. The idea of working on a game about such a morbid subject, especially one that's so hard to talk about, sounds rough.

"We did all learn a lot about our own views about death and how they contrasted with each other," said Batho. "When that debate began, we realised we were on to something really solid. The issues are heavy, but we deliberately wanted to juxtapose this with a pure-play, fun game experience. Once the game design was nailed, we were too busy making the game and bringing it all together that there wasn't any time left to feel uncomfortable."

You can try out The End at www.playtheend.com.

95 Comments

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Dain22

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Edited By Dain22

I am very pleased to hear about games like this are being made. I fully support developers exploring these ideas and addressing real human issues and emotions. There are plenty of games out there that let you escape reality and provide you with a safe distance from "moral choice" and thought. They often give you a character or an avatar that, at best, you might relate to - but can still remain emotionally separated form.

I love the idea of games that shake things up and force you to make critical, moral and even philosophical decisions. I love the idea of a game forcing you to accept consequences for you actions, as if it was saying "no, this was your doing. You made the choice" and committing to it. I think Patrick(?) first hinted at this idea when he discussed how GTAIV saved his game progress after killing one of two characters in a main story quest. It's like breaching the 4th wall without actually breaking it.

Patrick, please continue covering these kinds of themes in game design.

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splodge

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Edited By splodge

@Clonedzero said:

@Splodge said:

@Clonedzero said:

@Terjay said:

Hey, neat. It's a article about some fucking pretentious philosophy/art/öxölklöfför game written by Patrick. Whoopdedoo.

yeah, that was pretty much my thoughts on this. pseudo-intellectualism at its finest.

Fun Fact : people who use the phrase "pseudo-intellectualism" are usually pseudo-intellectual twats.

oh thanks, i wasn't aware of that. i'll make a note for the future. no reason to get defensive though.

I thought I was being aggressive... Dang I gotta work on that :/

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darth_furder

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Edited By darth_furder

@patrickklepek said:

@Darth_Furder said:

Awesome article, Klepek! Hate to be the Grammar Nazi here, though... in the quotes in the last paragraph, where was used instead of were. This occurred twice. Unless of course they actually pronounced it this way, with it being in quotes and all, then kudos for stellar journalism!

The answers came back over email, so that was my fault. Thanks.

You are most welcome. Keep up the amazing work!

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deactivated-67b8a15f5de2c

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Let the sophist arguments begin! FIGHT!!!

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AngriGhandi

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Edited By AngriGhandi

Hooray for variety

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deactivated-60339640361ae

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@patrickklepek:

No Caption Provided
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benderunit22

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Edited By benderunit22

My sources say in the end, the love you take is equal to the love you make.

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MisterMouse

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Edited By MisterMouse

really nice read, great stuff as usual Patrick, I love when you do these special news features.

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Still_I_Cry

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Edited By Still_I_Cry

Wouldn't expect an educational game to be entertaining and well crafted.

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ianyarborough

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Edited By ianyarborough

@Terjay: Awesome.

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Silver-Streak

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Edited By Silver-Streak

@patrickklepek: You are the only person in the entire game journalism industry that I've seen, that will go out on a slow news day, and find news, and good news at that, rather than just make "news". Kudos to you sir.

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Det1

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Edited By Det1

This has got to be one of the most boring games I have ever had the displeasure of touching.

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QKT

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Edited By QKT

i tried to play it, but the actual game was just so boring. i'd rather just answer the questions

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TEHMAXXORZ

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Edited By TEHMAXXORZ

Damn that title couldn't be more coincidental/inconvenient for me... it really could not be any worse... fucking copyright!

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Undeadpool

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Edited By Undeadpool

Fascinating...

Also, it's a good thing they didn't go with the original title since there already is a game called Afterlife. It's like SimCity only with Heaven and Hell.

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Hameyadea

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Edited By Hameyadea

insightful

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Giantstalker

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Edited By Giantstalker

Because a video game, while you're nourished, healthy, and safe, will make you legitimately think about what it means to die. Sure.

I respect Klepek's drive to find interesting and unusual things, but this game just seems pretentious and pointless.

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Slab64

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Edited By Slab64

No seriously, these guys are right. Games should only be about football players in body armor shooting at aliens. THE END.

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kraznor

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Edited By kraznor

This is fascinating. Thanks Patrick.

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deactivated-5cc8838532af0

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@benjaebe said:

See, these are the kind of articles that make me really happy Giant Bomb picked up Klepek.

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xpgamer7

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Edited By xpgamer7

Always interesting when I see these articles on unique flash games.

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dungbootle

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Edited By dungbootle

Didn't play much "game", but I answered all the questions and the psych profiling is pretty neat.

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ShadowKnight508

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Edited By ShadowKnight508

Sounds interesting concept-wise for a game. I most likely will not play it, but I will say that the graphics are pretty good.

Props to Patrick on his continued excellence when it comes to writing articles on Giant Bomb.

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MrXD

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Edited By MrXD

Cool write up bro.

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AceBlack19

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Edited By AceBlack19

So I checked it out. The silly tile game reminds me of triple triad from Final Fantasy 8, minus the myriad of annoying rules. Kinda fun. Not sure if I learned much about death in the two hours I've spent with it though.

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Klaimore

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Edited By Klaimore

Wow that is a very profound topic to put into a game. Great story Patrick.

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Xeirus

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Edited By Xeirus

@Crocio said:

Teenagers don't understand the concept of death now?

Most don't..... kids I went to school with were so caught up in themselves and being generally insane they didn't have time to worry about crap like that. Everyone feels invincible when they're younger, not that I'm very old myself. The only time anyone I knew slowed down for a second to think was when three of my friends passed away, three seperate incidents, horrible timing.

It's a pretty heavy subject, to me anyways. I would guess most adults haven't even come to grips with it completely either.

@Giantstalker said:

I respect Klepek's drive to find interesting and unusual things, but this game just seems pretentious and pointless.

I would say the same about your dismissive attitude towards "interesting and unusual things." Even if it isn't perfect at least someone had the drive to put some thought into it.

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selbie

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Edited By selbie

Great story Patrick. I love to see good quality games that try to educate. I mean as a kid I was so focused on catching Carmen SanDiego I didn't realise I was learning some geography and history as well :P

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ChaosTony

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Edited By ChaosTony

I'll have to give this a try. I was skeptical on reading the title, but the article was well written and convinced me.

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Mr_Cardiac_ZERO

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Edited By Mr_Cardiac_ZERO

Seems like it may be worth a look...

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korwin

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Edited By korwin

This seems more complicated than the traditional method of buying the kid a goldfish.

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Shmio

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Edited By Shmio

Klepek ftw.

+1 rep.

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Dapski418

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Edited By Dapski418

A very interesting read!

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Edited By Max_Hydrogen

This article had me confused: ["]It's not a non-religious game, just philosophical." What does that mean? If it's not a non-religious game, then it is a religious game and adding "just philosophical" doesn't make any sense even though he wrote that they "sidestepped religion"... "Stellar journalism" from someone who forgot a quotation mark.

"You answer options are "yes" or "no."" Do you mean "Your"? I read a comment stating that Klepek is the only game journalist who actually finds news... How is this news? If EA Los Angeles burnt down, that would be news. If Sega were to launch a new home console, that would be news, but this... This isn't news. Why doesn't he write about people learning to have sex through pornographic video games? His article just smacks of feel-good fluff.

As for the game: it's just plain STUPID. If 14-19 year olds don't think enough about death, then why do they spend puberty wishing they were dead? Why would people want kids to think more about death? "So they can better handle a death in their family" How? How does this game do that? By matching hexagons and answering unrealistic, amazingly shallow matrix questions (never mind some actual context like: "If I live for ever, do I keep aging? Will I just end up in coma which is no different than being dead") without having a choice, because, of course, it never depends on the situation...

Making this game insinuates that there can even be a "correct" way to think about death, as if having an opinion about it somehow has any kind of effect. Death exists whether you like or not. It also presumes that those who made this game know what that correct way of thinking is. Who cares if they're "famous thinkers". Being famous doesn't mean shit. What does Albert Einstein have to do with anything?!

The Death Dial is SO lame! How can you reduce something to such a facile, mechanical process; you might as well fill in a survey in Cosmopolitan magazine: "What does your boyfriend think about death? If you scored between 65-85, it means he's cheating on you and he thinks your fat."; again, unrealistic...

"Being exposed to mediocrity [...]" It might be less mediocre to simply tell teenagers that it's o.k. to feel bad about death.

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scottyjx

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Edited By scottyjx

I like everything except the platforming. Klepek was being very nice with his description of the platforming. It's borderline enraging. Still, good article.

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Kingfalcon

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Edited By Kingfalcon

Thanks for the article, Patrick. Unlike some of the people above me, I can infer that when you say something is "not non-religious, just philosophical," you mean it is not blatantly non-religious or anti-religion. I enjoyed the read and in general enjoy these types of pieces!

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SeriouslyNow

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Edited By SeriouslyNow

@Max_Hydrogen said:

This article had me confused: ["]It's not a non-religious game, just philosophical." What does that mean? If it's not a non-religious game, then it is a religious game and adding "just philosophical" doesn't make any sense even though he wrote that they "sidestepped religion"... "Stellar journalism" from someone who forgot a quotation mark.

"You answer options are "yes" or "no."" Do you mean "Your"? I read a comment stating that Klepek is the only game journalist who actually finds news... How is this news? If EA Los Angeles burnt down, that would be news. If Sega were to launch a new home console, that would be news, but this... This isn't news. Why doesn't he write about people learning to have sex through pornographic video games? His article just smacks of feel-good fluff.

As for the game: it's just plain STUPID. If 14-19 year olds don't think enough about death, then why do they spend puberty wishing they were dead? Why would people want kids to think more about death? "So they can better handle a death in their family" How? How does this game do that? By matching hexagons and answering unrealistic, amazingly shallow matrix questions (never mind some actual context like: "If I live for ever, do I keep aging? Will I just end up in coma which is no different than being dead") without having a choice, because, of course, it never depends on the situation...

Making this game insinuates that there can even be a "correct" way to think about death, as if having an opinion about it somehow has any kind of effect. Death exists whether you like or not. It also presumes that those who made this game know what that correct way of thinking is. Who cares if they're "famous thinkers". Being famous doesn't mean shit. What does Albert Einstein have to do with anything?!

The Death Dial is SO lame! How can you reduce something to such a facile, mechanical process; you might as well fill in a survey in Cosmopolitan magazine: "What does your boyfriend think about death? If you scored between 65-85, it means he's cheating on you and he thinks your fat."; again, unrealistic...

"Being exposed to mediocrity [...]" It might be less mediocre to simply tell teenagers that it's o.k. to feel bad about death.

This is a video game and he's reporting of its existence while also interviewing some of the people involved in its creation; journalism. This is news because the article brings awareness of the game to a broader audience. I certainly haven't heard of the game so the article has done its job.

Your diatribe is a poorly thought out attack on a person who is doing their job.

You criticised a quote from someone else he quoted as if he wrote it. He didn't. It's a quote and the quote is quite clear; they are saying that The End isn't Denominational or Directly Interpretive of any one Religious Dogma but it is Philosophical meaning it takes its ideas, inspiration and imagery from many different religious interpretations of Death and The Afterlife. The word Philosophical is key here and having a proper understanding of the English language is really necessary if you're attempting to critique a writer's work and you clearly lack that proper understanding.

Personally, I don't think all of Patrick's work is consistently great but this piece is fine save for a few typos and being pretty light on in terms of impact. The subject matter alone has enough impact to carry the piece, so his approach actually works to lighten the load, so to speak.

The article didn't leave me confused (an article can't have youanything by the way, where did you learn to write like that?), it left me informed.

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Cubical

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Edited By Cubical

I hope this game makes kids cry and they film it and put it on youtube.,

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SpecTackle

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Edited By SpecTackle

There's already a game for kids about death. It's called Call of Duty.

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SalfEnergy_1337

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Edited By SalfEnergy_1337

I have yet to play this.
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ElectricViking

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Edited By ElectricViking

It's hard to imagine a television outfit put this much thought into a video game. Granted we're talking about a state-sponsored station, but at the same time I couldn't envision a world where PBS (or NBC) put out a Flash game dealing with the metaphysics of death. Most heinous article.

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Chris_Ihao

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Edited By Chris_Ihao

Good stuff. The end of teenage angst perhaps?

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chubbs21

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Edited By chubbs21

i really didn't want to see this on the day i learned a close friend died......

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MagikGimp

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Edited By MagikGimp

@jeffrud: Channel 4 aren't state sponsored, in fact I'm not sure there are any such media outlets with TV stations in the UK at all; we'll leave that to North Korea et al. ;)

The law is there because Channel 4 are one of the big broadcasters who have more than one station now. Their name is confusing to someone who doesn't know but not so long ago they were only one channel back in the days before digital TV. Other such media groups who run more than one channel (and some radio etc.) include familiar names such as the BBC, BSkyB [Rupert Murdock], etc. and they all have a responsibility to cater for all people. It might seem odd that they're dictated to by government as per what they must create (some call it a Nanny State) but it's to ensure a broad spectrum of constructive content is produced, a kinder manipulation by the state if you will. I guess if this didn't exist then broadcasters might be more inclined to just go for the money which is what you hinted at by saying that it's not something you'd see from some of the US broadcasters. Channel 4 are completely a commercial company but Patrick highlighting this game shows that it's something worth their while doing. They're actually known for pushing the boundaries of these things in general, their way of saying "OK, we'll do what you want but don't expect us to hold back" I guess.